Note: The above PDF is slightly out of date - there have been some edits.

Edits are in Bolded Red

Mission: Flight of the Redeemer

Having fought for the Republic throughout the Clone Wars, Imperial Captain Mort Hadow was no stranger to the realities of war. But, with the twin blows of the dissolution of the Senate and destruction of Alderaan, he could no longer support what the Empire was becoming. In an inspiring speech to the crew of the Redeemer, Captain Hadow convinces them to rebel from the Empire and support the fledgling Alliance.

Aiming to quash any thought of dissidence from other Imperial forces, Moff Guero has been tasked by the Emperor to make an example of the traitorous Captain. In what he felt to be a master stroke, the Moff has dispatched Commander of the Flytrap, Marcus Hodow. The Commander is to make an example of his father, in a show of loyalty to the Empire, or his family will suffer the consequences.

Fleeing from Imperial space in their CR90 Corvette, the Redeemer encounters unexpected aid from an Alliance squadron that has heard of their plight. Together the corvette and her fighter escort are traveling to a Rebel gathering point when they are unexpectedly pulled out of hyperspace by an Imperial Interdictor cruiser.

In a bold move, part of the Alliance escort squadron was able to distract the Interdictor long enough to allow the Redeemer to retreat out of the Flytrap’s mass shadow.

Unfortunately, the abrupt reentry to space damaged the Redeemer’s hyperdrive engines, leaving it incapable of escaping the area and joining up with the Alliance fleet. An Imperial fighter squadron has been detected incoming from the Imperial fleet.

Will the rebels be able hold off the Imperials long enough for the Redeemer to make repairs and escape? Or will the incoming TIEs manage to fully cripple the engines of the corvette, allowing the Flytrap to close and capture the disloyal ship and crew?

Mission Setup

Rebel:70 points + Redeemer cards

Imperial: 100 points

The Rebel player places the template for the Redeemer as indicated in the mission setup Map. It should be at range three from the Rebel side of the table, parallel to the Rebel map edge. Place the appropriate tokens on the designated locations on the Redeemer. All other Rebel ships should be placed within range 2 of his play area.

Then the Imperial player places her ships within range 1 of her play area.

Special Rules- Turn Counter: At the start of each Planning phase, add 1 to the provided turn counter. The first Planning phase is Turn 1.

- The Redeemer: The Redeemer is represented by a ship card, and individual component cards for the Dual Turbolaasers (2), Turbolasers (1), Sensor Array (1), Engines (1) and Deflector Screens (1). The printable template for the ship has areas marked off for each of these components.

- Redeemer Deflectors: Place 9 Tracking Tokens on the Deflector Screen card to represent the shields.

- Redeemer Movement: As a slow moving capital ship, the movement of the Redeemer is negligible for the purposes of this scenario.

- Redeemer Actions: The Redeemer may perform any actions indicated on the various component cards

--- Target Lock: As long as the Sensor Array remains, the Redeemer may make a Target Lock on a one Imperial ship per remaining Hull value on the Sensor array. The Imperial ships must be within range 3 of the Redeemer template. If Sensor Array is destroyed, all existing Target Locks drop.

--- Concentrate Fire: Rebel player may combine Attack dice of all Redeemer Dual/Single Turbolasers that are in the same fire arc on 1 target.

--- Regenerate Shields: During the Planning phase, the Redeemer may replace 1 Shield Token for every Hull point value remaining on the Deflector shield component, up to a maximum of 9 tokens.

- Redeemer Damage: Imperial ships may target any independent components. However, all attacks will first hit any remaining shields on the Deflector Screen card prior to penetration to the target. When a component is damaged, place 1 damage card face down on the corresponding component. Change all Crits to Hit results. For each component card completely destroyed, place 1 damage card face down on the Redeemer template. The Redeemer itself may also be targeted by direct fire, using the Redeemer card for stats. If the Redeemer suffers 9 damage, she is critically disabled.

- Redeemer Combat: Both Dual Turbolasers, and all 4 Turbolasers may fire independently during combat phase 0 at any Imperial ships in range. Refer to cards for Attack values. Dual Turbolasers have a 360 arc of fire, Turbolasers have a 180 arc (Port or Starboard) of fire. Firing arcs are measured off of the Redeemer template, and not the individual Turbolasers. Both types are range 1-3, measuring from the Redeemer template, NOT the individual components.

- Redeemer Blind Spot: the Engines act as an Obstruction.

- Imperial Reinforcements: During the End phase, the Imperial player may call for one REINFORCEMENT for each Imperial ship that was destroyed on the board during that round. Ships flying out of bounds are not replaced. For each reinforcement, she takes one “Academy Pilot” Ship card and places it outside the play area. Regardless of what ship was destroyed, the Imperial player places one “Academy Pilot” ship on her edge of the play area. The Imperial player can assign maneuvers to this ship and use it as normal.

ObjectivesRebel Victory: Engines and Sensor Array are still intact at the End phase of turn 10. The Redeemer is able to repair its Hyperdrive engines and escape from the immediate area.

Rebel Minor Victory: If the Engines are still intact, but the Sensor Array is destroyed, the Redeemer has escaped, but is unable to call for reinforcements from the Alliance forces.

Imperial Victory: Engine and Sensor Array components are destroyed before the End phase of turn 10. The Redeemer is crippled and will not be able to escape the incoming Imperial fleet.

Imperial Minor Victory: If the Imperial player is able to destroy the Engines, it is enough to delay the Redeemer. However, with their Sensor Array still functional, they are able to call for help, which may result in protracted conflict with nearby Rebel elements.

Draw: The Redeemer is critically damaged and has taken many casualties, Captain Hadow potentially being amongst them. While this is a laudable goal for the Imperial player, The Emperor wished to make an example of the treacherous Captain. Someone will surely pay for this ‘failure’.

- remove the Agil value for the components (which were being initially used to represent deflection by the armor). Makes components easier to destroy, but provides an auto-block of first damage point. Which may also mean an Armor increase for the Dual Turbolasers and Engines to 2 armor (requiring close in shots or missiles)

- Dual/Single Turbolasers do not get +1 attack die at Range 1 (represents how it is harder to target the faster moving fighters)

- Having the Rebel player make a "repair" roll starting on Turn 8. Increase the number of dice rolled for repair by 1 for each subsequent turn. When they roll X # of Hits (or evades), they make the repairs and flee. The turn for the repair roll will be related to how players did in the earlier Flytrap scenario.

I have asked Ensades to make a Redeemer Cutout with Component parts - which he will try to do when he has some from time. Until then there are two great CR90 cutouts posted in the file section that would work just fine(they even have the Turbolaser and Sensor cut outs). You would just need to add a marker for the shields and Engines.:

Working on a scenario for my play group, and thought I'd share - giving me a chance to harvest some ideas from the cloud.

The scenario will focus around a disabled CR90 Corvette (The Redeemer) and its fighter escort. The Redeemer is attempting to repair its drive systems before the Imperial Interdictor-class Star Destroyer Subjugator arrives on the scene.

An advanced wave of Imperial fighters will be attacking the ship, while it hastily attempts to make repairs and flee.

The scenario will have a large cutout to represent the Redeemer (accurate to scale), and have cards for each of the turbolaser mounts. The Rebellion player will have an additional 65 points to spend.

The Imperial player will have 100 Points to spend.

Rules for the CR90 will be pretty simple, to keep the game flow moving. Each turbolaser will be represented by a token or small turret miniature, with both the dorsal and ventral dual turbolasers sitting on top of cutout. Lasers will use the standard range ruler - which is measured from the cutout to the target (giving it a good amount of coverage and will help to represent the longer range of their guns). The dual turbolasers will have 360 arc, while the single turbolaser batteries on the port and starboard sides will only have a 180 arc on their respective sides - and there will be a dead zone directly behind the engines.

The Redeemer will be able to perform a special action with the turbolasers to 'Focus Fire' allowing the lasers to concentrate fire on 1 target and roll all the combat dice together against that one ship. This will be instead of individual fire.

Counter to the Redeemer, when Imperial players target a part of the Redeemer, they will have to measure to the specific counter Box on the cutout that they wish to target and be within range 1-2. If they are at range 3, they will have to burn through any remaining shields first. Though they can always choose to just shoot the ship itself.

There will be counter boxes for each turbolaser and the communications array.

There will be cards for the CR90, the turbolasers and the communications array.

Imperial players will be attempting to destroy the communications array and cripple (not destroy) the ship, by bringing its hull down to 3 or less.

Going to set some sort of round limit to this, to represent when the Subjugator arrives. Just trying to figure out a fair limit.

Here are some sample cards:

The X for attack value is due to the guns each being treated as a individual units - though maybe I should just list that as 0. I will likely make separate cards for the ventral and dorsal guns, since they have more than 1 hull.

EDIT - Original first post preserved above this point - EDIT

I would have gone that same direction, but I based it off the stats from the Gen Con Turbolasers :

My guess is that the Def Value is meant to represent the armor or difficulty in taking out a specific target point. It allows for the possibility of "deflecting" multiple blows over turns, rather than hull value that is 1 and done.

I also added in that the CR90 shields will be counted for the guns when being fired at from Range 3. Which should force fighters in closer, or, just see a mass attack at long range to sap the shields.

Sounds really good. I'm just going to throw ideas at you, since you asked for them.

What if the corvette is functional and fleeing a Star Destroyer at the start of the mission? Starfighters should be able to fly circles around the corvette, so you wouldn't need to actually move it. But you could move it forward a little bit each turn, and have the mission end in a Rebel victory if its nose reaches the opposite side of the play area.

The objective for the Imperials would be to disable the ship, so that the Star Destroyer can catch up and overtake it. Their targets are things like the comm array, power cells, the shield generator (especially if different parts of the ship have their own shield ratings), and maybe a couple other targets. Maybe destroying any 3 or 4 components (including turbolasers) hurts the ship enough to be captured, and results in an Imperial victory.

But that's a different mission. I like the idea of protecting an ailing corvette, too.

For a timer, you could start the countdown when the first Rebel ship is destroyed.

It would be cool if something happened when the Imperials destroy a component like the comm array. Maybe the Rebels all take a stress token while they sort out their comm channels.

If the power supply is destroyed, the turbolasers won't fire. Maybe the corvette gets a Repair roll during the End phase to see if the turbolasers get back online.

Yikes, well you're right of course that's the right way to model their survivability... but gosh darn you FFG why'd you name it "agility" when it meant "def"?!

Well, I'd play this!

Yeah, felt a little odd to me when I was first thinking it through, and I even called the Font tab for that field "Def" instead. Hoping to get this typed up and play tested a few times, then posted by the end of the week.

GeckoTH wrote:

Looks great! Nice work on the cards as well.

Just a tip: The font that's used on the official cards for both the Title and the Stat Numbers is called "Kimberly" which can be downloaded here:http://www.dafont.com/kimberley.font

Thanks Tom - that was spot on for the Numbering, but it seems to be off still for the Titling font. For instance, the "R" does not seem to match up at all, having more of a curved drop to the leg, than a straight angle.

Really liked your work on the Scenario sheet in that other thread, hope you don't mind if I borrow that for this one when I am done

GHenrikG wrote:

Awesome!

The Quality of your cards is very good! I am really looking forward to your cutout Redeemer. This will be a beautiful mission! Thanks for sharing.

Thank you. I am just waiting on permission to use the artwork I found for the overhead shot. It takes 2 pages of card stock to make, and I am thinking about mounting it on MDF to make it more durable.

Just a tip: The font that's used on the official cards for both the Title and the Stat Numbers is called "Kimberly" which can be downloaded here:http://www.dafont.com/kimberley.font

Thanks Tom - that was spot on for the Numbering, but it seems to be off still for the Titling font. For instance, the "R" does not seem to match up at all, having more of a curved drop to the leg, than a straight angle.

Really liked your work on the Scenario sheet in that other thread, hope you don't mind if I borrow that for this one when I am done

Good catch. I believe the font for the Title is BankGothic Md BT.EDIT: After adjusting the Font Size to match the height of the official font, you'll probably need to adjust the kerning and horizontal scale a bit to make everything line up properly. I set my kerning to -10, and the horizontal scale to 90%, and it's pretty damn close.

Also, I should be uploading the .psd for the Mission template today, so hopefully that'll be approved and ready for download by the time you're ready for it!

Sounds really good. I'm just going to throw ideas at you, since you asked for them.

(Lots of great ideas!!!)

I was originally thinking about having the Corvette slowly move across the board - much like the Senator's Shuttle mission. But, I figured that if I was going to have it move, it would only take "X" rounds to get across, so why not just set a round limit instead. Plus, I kind of figure that the fighters would just continue to swarm around the ship as it is going.

But, I like the ideas Adding an engine component card that the Imperial players will have to disable (along with the Sensor Array) solves part of the Imperial victory condition issue I was having. (Thanks!)

While I like the idea of crippling the weapons systems as an objective, I want to leave that as more of a decision for the Imperial player's style. Do they brave out the Turbolasers and focus on the Array and Engine? Or do they take out the Turbolasers first to make an easier run on the primary targets? Maybe cripple one side and focus fire from there? Really hoping to allow for different play styles to allow for higher replayability on this mission.

As you already guessed, the Array on top will provide some function to the ship, providing the Target Lock ability. Not sure if it should just provide X # of target locks, target locks for every turret, or only 1 target lock.

Something like:

Although I am listing all the costs as M (for Mission), I figure the rough value of the various components are as follows:

This is looking really nice. Good concept, nice detail, beautiful cards. Can't wait to play this one -- please do share a printable template for your corvette!

As a community, once we have about a half-dozen nicely formatted missions with a bit of playtest feedback (as a good start we've now got the Redeemer, Trench Run, and Flytrap scenarios) we could put them into a pretty PDF file with all the cards and templates as well for easy access by the community, assuming all the other creators are willing.

If we wanted to get really ambitious, we could try a "Campaign Pack" where the missions were linear and squad-building received a bonus/penalty for past victories or losses (e.g. I've been thinking for my next custom mission about a raid on a munitions factory space station by the Rebels. If they get their freighter in and out safely with the goods, then perhaps all Torpedoes and Missiles would be -1 cost in the next mission(s), for instance).

What is the Rebel victory condition? Is it simply to destroy all of the TIE Fighters, allowing them to then focus on repairs enough to get the engines up and going before the Subjugator arrives? If this is the case, then a willy (perhaps even disingenuous Impish Imperial player) might then just save their last ship to fly around the edge of the map using Evade such that the remaining Rebels can't destroy it in time.

Perhaps the time-limit might better represent the amount of time it takes for the crew of the Redeemer to get the engines back to operational. If the Imperials bring it down to three or less Hull before that time limit, they've effectively destroyed the engines beyond internal repair and the Rebels will be caught. This will then force the Imperials to continue their assault in full earnest throughout the mission.

This might then give something like:

OBJECTIVES:

Rebels: The rebels win if the Redeemer has more than 3 Hull points left at turn X. The crew get the engines back on line and the ship is able to escape before the Subjugator arrives.

Imperials: The Imperials win if they bring the Redeemer to 3 or less Hull Points. They have successfully destroyed the engine beyond repair. The ship and crew will soon be apprehended by the Subjugator.

Draw: The game ends in a draw if the Redeemer is destroyed. At least they did not escape, but they might have offered valuable information as to the Rebels' location. [This would only occur if the Imperials used a Missile attack while the Redeemer had 4-6 Hull Points and managed an amazing roll (4 hits with Concussion/6 hits with Cluster or some "Direct Hits" somewhere in there*) that actually destroyed the Redeemer. Rebels cannot attack the Redeemer and the Redeemer cannot 'self destruct.']

*can the Redeemer suffer critical damage? "Direct Hit" at least makes sense, as do some of the other ones like "Munitions Failure" or whatever it is that disables a secondary weapon (one of the Turbolasers). Worth being explicit about whether or not Criticals apply, and if they do do any aside from "Direct Hit" do anything?

If the clock now favors the Rebels (to force earnest play by the Imperials), it may be worthwhile to give the Imperials a Reinforcement rule just to keep the game interesting until the end. My initial sense is that whenever one side is on "offense" trying to destroy something, they probably should have Reinforcements to keep the game interesting (and indeed the Imps have reinforcements in the Shuttle and Asteroid-Hiding-X-Wing scenarios from the book).

For more tactical options, you might want to give the Rebels a special rule like taking the "Protect Action" (from my Flytrap Mission). This may make it too easy for the Rebels, though, but it would be in theme of the mission.

Just some thoughts, feel free to ignore. Great looking scenario either way!

I think you mentioned engines. Just kicking out some other ideas, based on a Rebel objective of escaping to Hyperspace:

Shield Generator (drops all shields across ship)Bridge (win for imperials? can't repair shields?)Hyperdrive (extends time for scenario)Main Reactor (-1 die for all rolls)Nav Computer (extends time for scenario)

In remembering some of the Star Wars ship battle scenes for Capital ships, Capital ships can redirect shields to certain regions. Redeemer player could redestribute shields to various parts of the ship. The main Redeemer would have X number of shields and each component would have a couple shields as well. Would add for further strategy on both sides.

Also it might be fun to have the Rebel player be able to regenerate shields, and have a shield generator card. Destroying the shield generator would make it so Rebel players could no longer reassign shields and no longer regenerate shields.

Add in additional Redeemer components such as hull, engines and bridge. Destruction of the bridge and engines would lead to an Imperial victory. Also, destruction of each would decrease the Redeemers capabilities. Engine destruction equals decreased agility, bridge destruction equals decreased pilot skill.

@ RogueThirteen - Lots of great ideas for me to digest and read over. Yes, the time limit was to represent the rebel ship repairing the hyperdrives. Do the Imperials still get reinforcements in the 100pt games? Or only in the base version?

@ Mundane : I believe that is the way they are doing the Falcon and Slave I. But, I figured that on a capital ship, it would be more thematic to represent them with counters/cards for target areas.

This allows for the fighters to swoop in and pick off turrets on a side, or destroy key components by specifically targeting them.

Received permission to use the image from the artist, just waiting to get permission to post a link to him - he has some really great work on his page.

The image I am using will be a lengthwise overhead view of the CR90:

It will be 300DPI and comes out to be a bit shy of 22 inches.

Part of the reason I didn't have it moving across the board, is that it would start almost 2' into the board to begin with.

From the discussion on the Flytrap mission, I think I may have it sit centered on the table, with the Imperial player coming in from a side, and the Republic player placing within range 1 of the Redeemer.

Will test on Wednesday, then toss the modified mission up here that evening (time permitting)

In remembering some of the Star Wars ship battle scenes for Capital ships, Capital ships can redirect shields to certain regions. Redeemer player could redestribute shields to various parts of the ship. The main Redeemer would have X number of shields and each component would have a couple shields as well. Would add for further strategy on both sides.

Also it might be fun to have the Rebel player be able to regenerate shields, and have a shield generator card. Destroying the shield generator would make it so Rebel players could no longer reassign shields and no longer regenerate shields.

Add in additional Redeemer components such as hull, engines and bridge. Destruction of the bridge and engines would lead to an Imperial victory. Also, destruction of each would decrease the Redeemers capabilities. Engine destruction equals decreased agility, bridge destruction equals decreased pilot skill.

Well, Agility and Pilot skill can't get much lower - but I like the idea.

Going off your shield idea - what if you got X # of shields at the start, half must go to hull, the rest can be placed on the various cards to represent focused shielding. During the Activation Phase the Redeemer can reassign shields from card to card (as long as half are on the hull). Each turn, 2 shields are regenerated. If the shield array is destroyed, they all default to hull and no longer get regenerated.

If the defense field projector is the same thing as the shield projector (which I assume), then it is located close to the cockpit in the front part of the ship (on the picture, you can find it on the lower right).

The Randy Cooper Blockade Runner model is amazing, but a little too large or this game. I bought a Kenner Rebel Blockade Runner from Ebay for abou $25 which is a little small scale wise (16" rather the necessary 22") but I think works well.